So what you're saying is that nodraw can be used to create an invisible, solid wall but skip by itself cannot?

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Yes. Though i should add that nodraw also blocks light radiosity and thus casts shadows. IIRC it also has 0 reflectivity. I should also add that because it blocks vvis you'll be able to see sections of the world get culled from behind it so it doesn't make a very effective wall.

If you want an actual invisible wall, use playerclip, or an invisible func_brush so that it blocks bullets or a func_detail blockbullet brush (its physics collisions also block players).

What do you mean by a func_detail blockbullet brush?
I thought func_detail was only used to omit a brush from being calculated by vvis? This would create an object that would be visible yet penetrable by bullet and players, right?

Thanks EArkham for the VDC links. I read through them but sometimes they aren't that clear nor helpful.

blockbullets cuts vvis, this is why you should func_detail it. Check out badlands spire for an example. They've forgone a physics mesh for the spire prop for manually building a blockbullets brush structure for it. Not sure on the benefits for this personally, perhaps it was overtly difficult to create a physics mesh shaped like that.

areaportal windows don't get used in TF2 and for a number of subtle reasons. There's plenty of information on that on the web, no need to reiterate it here.

I mean in a general sense, you could probably find a unique situation to utilise one so long as the "closed" sate of the portal doesn't stick out like a saw thumb (which they usually do because of TF2's art style and how levels are designed around its game mechanics to be small and simple).

What? There are plenty of apw all over TF2. They don't decompile nicely afaik, but I've seen them. Wish I could remember where, but I have seen them. I want to say Foundry has a couple for some reason.

I guess the reason grazr is putting forth is that you want to see people behind windows (that is usually why we put windows in our maps) but they are used in places that aren't windows a little.

Regardless of that my point stands, a well optimised TF2 map has little use for APW's and they should be a last resort in minimum/insignificant gameplay areas.

APW's are used to close off parts of the map such as buildings with a ton of windows and huge amounts of high poly objects in it. You can use them in TF2 but they look like arse, often interefere with gameplay and aren't always necassery. If there are alternatives, use them. They are not advised for multiplayer maps.